Docs updated
Fixed issue where alpha not being set correctly in canvas spriteBatch Fixed issue where previous stage events did not get removed correctly
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140 changed files with 12651 additions and 2435 deletions
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@ -19,7 +19,7 @@
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</div>
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<div class="yui3-u-1-4 version">
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<em>API Docs for: 1.4.0</em>
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<em>API Docs for: 1.4.3</em>
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</div>
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</div>
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<div id="bd" class="yui3-g">
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@ -73,6 +73,8 @@
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<li><a href="../classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
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<li><a href="../classes/DotScreenFilter.html">DotScreenFilter</a></li>
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<li><a href="../classes/Ellipse.html">Ellipse</a></li>
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<li><a href="../classes/EventTarget.html">EventTarget</a></li>
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@ -91,6 +93,8 @@
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<li><a href="../classes/PixelateFilter.html">PixelateFilter</a></li>
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<li><a href="../classes/PIXI.PixiFastShader.html">PIXI.PixiFastShader</a></li>
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<li><a href="../classes/PIXI.PixiShader.html">PIXI.PixiShader</a></li>
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<li><a href="../classes/Point.html">Point</a></li>
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@ -115,9 +119,9 @@
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<li><a href="../classes/Spine.html">Spine</a></li>
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<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
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<li><a href="../classes/Sprite.html">Sprite</a></li>
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<li><a href="../classes/Sprite™.html">Sprite™</a></li>
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<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
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<li><a href="../classes/Stage.html">Stage</a></li>
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@ -127,6 +131,8 @@
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<li><a href="../classes/TilingSprite.html">TilingSprite</a></li>
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<li><a href="../classes/TwistFilter.html">TwistFilter</a></li>
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<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li>
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</ul>
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@ -180,11 +186,11 @@
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/**
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* The sprite sheet loader is used to load in JSON sprite sheet data
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* To generate the data you can use http://www.codeandweb.com/texturepacker and publish the 'JSON' format
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* To generate the data you can use http://www.codeandweb.com/texturepacker and publish in the 'JSON' format
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* There is a free version so thats nice, although the paid version is great value for money.
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* It is highly recommended to use Sprite sheets (also know as texture atlas') as it means sprite's can be batched and drawn together for highly increased rendering speed.
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* Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId()
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* This loader will also load the image file that the Spritesheet points to as well as the data.
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* It is highly recommended to use Sprite sheets (also know as a 'texture atlas') as it means sprites can be batched and drawn together for highly increased rendering speed.
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* Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId()
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* This loader will load the image file that the Spritesheet points to as well as the data.
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* When loaded this class will dispatch a 'loaded' event
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*
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* @class SpriteSheetLoader
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@ -256,47 +262,9 @@ PIXI.SpriteSheetLoader.prototype.load = function () {
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var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin);
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jsonLoader.addEventListener('loaded', function (event) {
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scope.json = event.content.json;
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scope.onJSONLoaded();
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});
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jsonLoader.load();
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};
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/**
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* Invoke when JSON file is loaded
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*
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* @method onJSONLoaded
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* @private
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*/
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PIXI.SpriteSheetLoader.prototype.onJSONLoaded = function () {
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var scope = this;
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var textureUrl = this.baseUrl + this.json.meta.image;
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var image = new PIXI.ImageLoader(textureUrl, this.crossorigin);
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var frameData = this.json.frames;
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this.texture = image.texture.baseTexture;
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image.addEventListener('loaded', function () {
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scope.onLoaded();
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});
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for (var i in frameData) {
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var rect = frameData[i].frame;
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if (rect) {
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PIXI.TextureCache[i] = new PIXI.Texture(this.texture, {
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x: rect.x,
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y: rect.y,
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width: rect.w,
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height: rect.h
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});
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if (frameData[i].trimmed) {
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//var realSize = frameData[i].spriteSourceSize;
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PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize;
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PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w)
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// calculate the offset!
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}
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}
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}
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image.load();
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jsonLoader.load();
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};
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/**
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